UpUpAway95

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Everything posted by UpUpAway95

  1. Oh, I'm not complaining at all... when I say it will make my one-region challenges (where I restrict my activities to the zone in which I've spawned) more variable, I mean just that. Each run is going to be wildly different from the previous ones in that zone regardless of the difficulty because of the randomness of what can spawn there and, more importantly, what doesn't. That is more challenging than in the past... and more fun. It is sometimes going to be a little frustrating perhaps, but still more fun... variety is the spice of life.
  2. Update - my "baseline resources = low" ML has now looted all of ML... I now have 8 can openers, 2 prybars, and 1 box of matches to survive in this zone. No lantern, no other tools of any kind. We'll give it a go, but having no hacksaw (i.e. no way at all to chop wood) sucks, but hey - if I can find enough sticks to spend hours in a fishing hut perhaps there is some life beyond stoning rabbits since the fish hook on the workbench in the camp office was still there and I can always scrap can openers to make more fish hooks. 😀 Only 12 matches though (correction 11 matches since I needed one to make torches to see to loot the dam)... his days are numbered. On the bright side, I'm rockin' double aviator's caps and combat pants.
  3. However, you were talking about how quickly that exhaustion takes place and how convenient that the day/night cycle is 12 and 12 for that. What I'm talking aobut, however, is the rate of exhaustion is such that often, you're not exhausted when night falls and you're in a location where you don't have another torch or any other form of light... you want to sleep until dawn (until there is enough light to get out of the room), but you wake up fully rested 2 hours short of dawn... so, you're options - pass time until dawn, harvest in the dark, "jump" around in place to get tired enough again to sleep and hour before dawn, or get lost in the dark and spend two hours unsuccessful trying to leave the room. Now, many you yunguns with good eyes can see in this game in the dark, but I cannot. It doesn't make sense to me because, my circadian rhythm is good and I would sleep quite easily until dawn. I would also, being alert to noises as I am (because sleeping with an awareness of impending dangers is also a "natural" thing), I would wake up if all of a sudden every light in my room came on and started buzzing noisily. None of it makes sense... If the argument against CF is that is makes no sense... then that argument fails in the context of the game because there is very little in the game that makes perfect IRL sense (that's what games are all about). If the argument against CF is that it inconveniences the player and disrupts their plans, then every injury or disease or even "rest as a resource" and not being able to cancel sleep also can do that. So that argument also fails, IMO. Furthermore, there are fun ways to workaround CF... just as there are alternatives to how the player responds to any of the injuries/diseases in the game. It's just a matter of how the player "wants" to respond to that situation.... and then, if all else fails, the player STILL has the option to simply turn the issue off in custom (you know, if they personally feel that it benefits the way they themselves play this game to stay indoors all the time). Truly, I've said all I'm going to on this matter. Have at her guys... good luck. I'll miss it if HL removes it... but I'll adapt like I do with everything else in this game... except maybe the addition of HBO... then I'll just quit playing and turn on my own TV. 😃 ETA: Perhaps they should replace CF with a random aurora event that suddenly locks the doors to every indoor location in the game for 24 hours (sucks if you happen to be indoors without enough food or water if that happens)... but hey, in works for the Cinder Hills Mine.😀 Naw... too easy... make that locks the doors to every indoor location in the game... until the next aurora comes along.
  4. Well, there are requests for the microwaves working during auroras... next we'll be asking the devs if we can get HBO in order to pass time. I think at that point, I'll just stop playing TLD altogether and watch HBO IRL.
  5. Encountered much the same as you with an item in the plane crash I found in ML. Shrugged it off and can't say I remember exactly what sort of item it was though. I've also found a new one... lighting a fire with a torch. The menu clearly showed that I had the lit torch selected, but when I lit the fire a match-striking sound was made and I was down one more match (so lighting that fire took too matches even though I lit a torch first).
  6. Yes it does... as an update, I now have 5 can openers and 1 box of matches... more can openers than I have found canned foods... I don't think this one is going to last long. 😀
  7. On standard maybe... but in custom that can be changed. Rate of exhaustion also changes with the different standard difficulties. It's also adjustable with coffee, Go, and stims.
  8. I never learned them either, although if one plays enough "starts" in different regions as I do, one does start to notice patterns. I'm currently doing a "baseline resources low" start (started up about 30 minutes ago) with modified "empty container density" (so it should be just a little more generous than Loper in how much random loot I have). I'm doing it in Mystery Lake only (which means I can't to to Forlorn Muskeg to forge, so no knife or hatchet ever). So far, I have 2 aviator caps, 2 can openers, but no matches. As I said, one-region challenges are definitely going to get more variable... and some days I'll love it and other days I'll curse it. Of course, it is just my preference to do these one-region challenges instead of traversing the world to enjoy the "loot balance" HL scatters over all the regions.
  9. True... that's why I'm focusing on nights of 8 to 10 hours... setting the time for 8 and waking up in 6 because I wasn't exhausted enough... and let's not forget that condition recovery in this game is linked to sleep. Also, IRL - a circadian rhythm is based on light, not exhaustion. I've had a regular circadian rhythm since I was a kid... and that involves naturally tending to sleep longer in the winter when the days are shorter and staying up later and rising earlier in the summer when the days are longer. Of course, the difference winter/summer is more pronounced the farther you are from the equator. It's nature's way. Nevertheless, we aren't really talking about reality here at all... we're talking comparative game mechanics. I think I should be able to sleep until dawn without having to totally exhaust myself the night before to do it. As it is, it adds nothing to the gameplay other than the annoyance of waking up and then "passing time" instead until it's light enough to see... unless I want to be forced to light up another torch just to get out of the room. Back to Cabin Fever - Also, it isn't that you get cabin fever after spending 3 days indoors... it's based on a moving average ratio of indoor/outdoor time over the previous 6 days. A rework of that math might be in order, but 30 days at 100% indoors is definitely too long since all the player would have to do to nullify it is go outside for an hour (or less) every 29th day. I just don't think that's in the spirit of this game centered around outdoor survival.
  10. Random is random... I'll probably love it when I'm rolling 7's and not love it when all I'm rolling are snake eyes. On one of my baseline medium test runs in single regions (this one in ML), I still haven't found a gun of any type and I'm still lacking any sort of winter jacket (first time in eons I've found absolutely no clothes in the camp office). I have 4 lanterns though and 3 pairs of climbing socks. On another test at the same level, I have 3 aviator's hats and a flight jacket. It is going to make any sort of single-region challenge run more variable, which I'll love when I'm lucky and not love when I'm not lucky.
  11. Fair enough... I'm OK with that sort of change. As for bunkers - I just found one on the "high road" from Spence's Farm over the Bunkhouses in Forlorn Muskeg. Empty except for a couple of cardboard boxes and a bed... so now I have a nice, warm indoor bed to sleep in if a blizzard rolls through at Spence's Farm... only trouble is, I'm very likely to sprain something every time I try to go up there. I'm still looking for my well-stocked bunker of my dreams. 😀 ETA: I would say 30 days is too long for this game... perhaps more IRL realistic, but that doesn't make it a better game mechanic, IMO.
  12. Works until the aurora starts 1 hour after you go to sleep and quits before 4 hours has elapsed. It's random... and still doesn't change the fact that the game demands that a player completely exhaust themselves before they can sleep for an entire night - unless they have an illness like food poisoning, in which case they can sleep for 10 hours regardless of how tired they are - that's why Lopers will eat their "risky" calories just before going to sleep as long as they have a couple or reshi teas or some antibiotics on them. If they do have the meds, it means it's actually beneficial to eat low-condition food since you can sleep longer and recover more health over the night than you can otherwise. My point is that it still doesn't make sense. Is cabin fever more "in your face?" Is the fact that it warns you of an increasing risk of it what makes it "in your face?" If that's the case, then using the Fallout 4 approach of just not telling the player that their risk of disease is increasing would solve the issue, wouldn't it. A lot of people playing FO4 erroneously think that diseases are caused by sleeping on a dirty mattress. Fact is, you can still get them sleeping in your own clean bed in your settlements. It's a dice roll the odds of which are determined by the percentage of your "disease risk pool" which increases when you engage in certain activities (e.g. swiming) and decreases over time as you avoid those "risky" activities. Betthesda just doesn't tell you your "disease risk pool" - so, does that make it more palatable. Another difference with FO4 survival mode (which a lot of FO4 players love BTW, including me) is that which disease you get is totally random... you could go to sleep and wake up with an infection or parasites or lethargy and there is no association between what you did to increase your disease risk pool and what disease you get. Does that "surprise, you have X disease" make it a more palatable game mechanic? People here are claiming CF is a bad mechanic... bad enough that the only thing that should be done about it is remove it... but, how exactly is it so bad? So far, all that's being really said is, apparently, everyone but me doesn't like it. Personally, I think the only thing that, perhaps, needs to be reworked is the "math" it does to determine how the risk itself rises and falls. That it doesn't make IRL "sense" is not really a problem - unless you want to eliminate everything that doesn't make sense in this game... insomnia due to glittler fog, animals going crazy during auroras, and not being able to wake up when all the lights around you start buzzing, wires start snapping, etc. ETA: ... and since as you suggested an alternative to how I select sleep times in the game to help workaround that issue... Isn't that the exact same thing as my suggesting that rather than sitting in a car attempting to smash the "pass time" button, the OP get out of the car, find a cave, and sleep... or hunt or cook or harvest clothes into cloth or gather wood or any of a number of other activities to get around the issue of having CF... Isn't your suggestion and mine exactly same thing, in principle. Even though diseases aren't "fun" in games... there are ways to still have fun in the game in spite of them.
  13. I've had a regular circadian rhythm since I was a kid... didn't matter if I had done an exhausting amount of manual labor during the day or spent the day sitting at a desk doing paperwork. Noises in the night will wake me up... so I simply can't fathom not being able to wake up my character during an aurora when all the lights start buzzing... but the game mechanic says that once I choose a sleep duration, I'm sttuck with it, period. There is an option in Custom to enable waking up if freezing by a fire, but not one to that toggles waking up for auroras. In the Cinder Hills Mine... it can be a death sentence. Try to continue to get them to remove cabin fever... go ahead. I will miss it if they do. All I've really been trying to do here is make people aware of several options and adaptations to their gameplay they CAN make... you know, just in case HL decides not to remove it. Have a nice day/night.
  14. What sense does "sleep as a resource" make. I can sleep for 6 hours and wake up in the middle of the night unable to see to find my way out of the room... but I can't sleep for 8 hours and wake up at dawn? Why don't they remove it? I have to totally exhaust myself to get a full night's sleep... since when IRL is that a thing? ETA: I set my sleep for a full night, but then there's nothing I can do to wake up for an aurora that started 4 hours before I had selected to wake up?... even if that's the aurora that can get me out of the Cinder Hills Mine in CH? Is that a "better" game mechanic than the cabin fever one... so much better that it shouldn't be removed, but cabin fever should be?
  15. ... and we'll see how quickly the old problem of people "camping" indoors for days on end returns... There may be no leaderboards now, but there is still an "ego" about pushing saves to the utmost extreme for # of days survived... if sitting indoors pressing the "pass time" button can be called "surviving" in this game. It's still not a very big stick... certainly not as big a stick as players keep trying to make it out to be. It's a minor inconvenience for 24- hours... certainly not as onerous as broken ribs (a week without being able to use a rope). Sure, it doesn't make sense, but neither does "glimmer fog" or "aurora bears." Do "broken ribs" from a moose stomp make as much sense as people claim. IRL, the moose's antlers are going to give you a number of bleeding lacerations. The broken ribs won't be of a kind that you could heal in a week either... they would probably result in "flail chest" and kill you... and why can't a bear hug give you broken ribs or a fall from a rope? If you're looking for things that make absolutely sense, I'd venture you're not going to find much of it in video games in general.
  16. I do a lot of "one region" challenge runs. In those runs, obviously, it usually works out that I have only one main base, especially if the region is small. Since my loot acquisition is limited to whatever I find just in that one zone, these runs are more about doing without things than anything else. If I do decide to take on the whole world (i.e. do a run that encompasses the entire map), then I use multiple bases. I'll also stockpile sticks, water and food along my frequently travelled routes so I don't have to carry too much and I don't have to always go back to a "base" to restock. For example, I'm constantly gathering sticks as I travel. If the load gets too heavy, I'll just drop them in a bundle in a place where I can easily spot them along my route. That way, if I'm going back through that area and a blizzard pops up and I'm in desperate need of sticks, I don't have to go looking for them scattered in the woods when I can spot a convenient bundle of them that I've left from a previous trip through that area. I figure I'm the only person working the map, so the entire map is my "base" of operations. For important extras like lanterns, hammers, etc. - I'll make notes in my journal so I don't forget where I have them.
  17. Frankly, yes I would miss it... since I might be inclined to spend more time indoors staying warm than outside facing my fears. I would not have learned how possible it is to stay outdoors in blizzards or how cozy it can be to sleep out in a cave or how to keep a fire burning by nursing it with sticks when the wind changes and a host of other activities beyond "sitting in a car" attempting to press the "pass time" button. You're equating cabin fever with a game mechanic that "destroyed farms" in a multiplayer environment. Cabin fever inconveniences a player's plans to stay indoors for 24-hours after getting it... and it warns the player that they have a risk of getting long before they actually do get it. As I said before, 24-hours outdoors is not an unreasonable ask for a game that has so large a variety of possible outdoor activities to fill in that 24-hours... and your bear skin coat is not going to get destroyed if you craft it in stages or put off finishing it for 24-hours. It's not the same thing at all.
  18. 1) It's not just people who play loper who are unable to play this Tale... it's anyone who wants to play with Baseline Resources set to low (this means that there are a number of custom runs that won't be able to play this Tale as well). That does not mean that the player cannot play the Tale, they just have to increase the Baseline Resources setting (either by using a Stalker standard run or a Custom rum with Baseline Resources set to medium. This does not mean that I don't think HL should change this. I do...I think, in custom, they need a separate toggle to turn the Tales on or off that is separate from the baseline resources setting. As a custom only player, I personally am not concerned with whether or not they decide to change their standard difficulty settings. That's up to Loper players to advocate for themselves (please - without shouting, without accusing the devs of "sucker punching them, or using profanities like "assloads.") 2) I've long advocated to HL for allowing the progression of feats in custom for the exact reason you've stated. Often, however, I've met resistance, principally from Loper players, claiming that this would make feat progression too easy. It seems to me to be unfair to say it's OK to lock Custom players out of feats, but not OK to lock Loper players out of Tales. Custom players have paid for the game just like Lopers have paid for the DLC; therefore, the same reasoning should hold for both arguments. In short, all features should be available in some form for all players to access in a difficulty mode they enjoy playing. That's the great idea behind Custom menus to start with... one I wholeheartedly enjoy and support... the more flexibility HL can offer the player in selecting the sort of run they want to play, the better. 3) ... and in case it is somethiing the devs were considering regarding the cougar... To HL: If you do decide to not make a passive version of this predator (which I'd understand), please provide an option so that Pilgrim players can decide for themselves whether or not they want to introduce a non-passive animal into their games and, if a Tale is involved, please don't lock them out of it. They will be similarly disappointed as Loper players are today about being locked out of this Tale.
  19. Big Mass Effect fan... so, initially drawn to the game after finding out Mark Meer and Jen Hale also did the voice acting in TLD. Their initial encounter in Wintermute Redux had me sold. Absolutely cannot wait until the two of them get another scene together (I hope at least) in Ep. 5. The artwork is very reminiscent of several "Group of Seven" works Next, the ability to create a lot of variety between runs by using custom options without resorting to mods. Once I discovered the custom menu, I was 100% hooked. and finally, what's not to love about a game set in the wilderness I grew up with, rode kms in (trail riding on horseback) and what is now pretty close to my own backyard.
  20. That's one reason I thought maybe people would prefer it to be called something else - something not associated with an actual health issue. There doesn't seem to be as strong a reaction against the insomnia being caused by the fanicful "glimmer fog" despite the fact that it comes on suddenly due to pure RNG (which is a thing I don't like about illnesses in other survival games) and there is only one place you can go in the entire Far Territory to get out of the way of the "glimmer fog." So, if they changed things up such that it isn't supposed to make any sort of sense and to top it all off comes on totally at random... but still makes people go outside to play... maybe that would put to rest a lot of the complaints about it. (Since, 24-hours outdoors in this game is not an unreasonable consequence as it is far less onerous than 1 week not being able to climb a rope.) The only thing remaining is the "math" of the mechanic that lets a person know they are building up their risk of cabin fever over time. I think a lot of players simply don't understand it or they overthink it. So, the easiest way to simplify it is to take away the warning of it building up altogether... a la FO4 style... some days you just go to sleep and wake up with an infection. Bottom line on reading - it's not something we can do when we have any illness... so I simply disagree with making cabin fever an exception to that.
  21. LMAO - Do you always get your jimmies in such a knot whenever people merely disagree with your negative take on things. I'm OK with the game mechanic as it is... I have never had a problem with it or figuring it out when I was new at the game (without the Wiki, BTW). Sheesh - an you accuse me of being "passive agressive."
  22. That portion of the ship is indoors (you go through a loading screen to exit to the deck; and if you try to start a fire in that area, you'll get the message that you can't start a fire indoors).
  23. Xbox save bug(s) are a known issue... different iterations of it keep turning up, it seems. If you're on a Xbox Series X, I have discovered a sneaky way to unlock console freezes in most games. When the game freezes, I immediately hit the big X (center) button on the controller (which overlays the main console home menu over the open game). Then, I just wiggle the left stick to move through the icons on the top, but I don't select anything. Then, I just hit "B" to close the menu and return to the game... and so far (without fail) this has unlocked the freeze and I can continue playing normally... without having to shut down the console and lose progress. I should note that this didn't work for me when I was still on Xbox One; but you might want to still give it a try if you're not on an Xbox Series X. Generally, I think there's a problem if the game can't upload to the cloud as it's saving... in my case, this is usually due to my internet connection being momentarily slow or disconnected. For me at least, these sorts of freezes happen in most of my games, often when they are autosaving.
  24. Perhaps they should just give it some fanciful "zombie apocalyse" sort of name like some games do with a variety of afflictions... disassociating if from an IRL disorder but maintaining what it asks of the player to keep track of in the game to avoid it. It makes sense to encourage players to not spend all their time indoors and teach them about other alternatives for doing tasks normally thought to be indoor ones (like crafting). Aurora Fever - you get suddenly if you refuse to go outside during an aurora (for example).